Like Warhammer Fantasy, the first edition of Warhammer 40,000 (Rogue Trader) was also designed to allow for Role-playing adventures in the far, dystopian future. Though, even less detailed than the rules presented in 1ed. WHFB, they are also less confusing! No special skills but for psychic powers and great material for a sword and planet style campaign! The only thing missing are monetary values for the equipment, and the character advancement rules are very simple. Dragon Magazine 149 had a great article by Ken Rolston on using 40k as RPG. Put on Scribd by user Mark Argent: http://www.scribd.com/doc/112035819/Orcs-in-Space
Thanks Mark!
It's a nice article, but for the death and injury rules I'd probably use those of 1st edition Warhammer Fantasy...
Posts tonen met het label Inspiration. Alle posts tonen
Posts tonen met het label Inspiration. Alle posts tonen
woensdag 10 juli 2013
maandag 3 juni 2013
Long time no blog
Hi guys!
It's been a while since I blogged, for real life got in the way for a bit (or, rather, took it's rightful place in my schedule!). I have reacquired an interest in RPG-reading again recently and I'm planning to come up with a few things:
1. A roleplaying game variant of the WFB2/3 rules. i.e. same stats, same phases, same resulotion mechanics, but with character creation, a class and experience system and price list. supposed to be short and rules-light. a hybrid of Warhammer Quest, Advanced Hero Quest, WFB 1st edition, WH40K:RT and WFB 3d edition
2. a smallish campaign-setting in some dung-age borderlands region (15x15 squares on 1cm gridpaper, 1 square is 10 miles/km) which should be slightly gonzo by the inclusion of Amazon-guarded ruins of the Old-Slann where some 40K gear can be obtained... and a (if I get it right) simple mechanic to have some dynamic elements in the region in the form of roving Chaos Champions (using realms of chaos).
3. Get some mates together to play adventurehammer (still not done that, talked about it though).
One thing that always kept me from finishing my WQAHQWFB40KRT hybrid was that I just couldn't come up with an effective random character generation system and was unsure about skills and special abilities. You know, if I'd just keep to the simplistic rules of WH40K:RT it could all be fun at first, but start to become stale by the 5th or so session, where characters have advanced to champion level, and psychic/magic aside there is little to diversify races/warriors. I also wanted to step away from the "humans of different flavours and sizes" that are the WHFB humanoids. Elves and Dwarves should be alien (Middenmurk has some very cool idea's on this, though D&D based), especially the Elves, and guess what, there are a few things in 3d edition WFB that can make elves more like the mythical folkloristic spirit beings they are inspired on: shapechangers, inflicters of pain and disease, etc. etc.
My plan is for humans to be rather mundane, with a very small chance of knowing actual magic, but having access to trainable skills, knowledge (alchemy) and abilities, and maybe some religious quirks/rites/madness/depravities while elves and dwarves have the options of supernatural or plainly weird powers and abilities. Some based on spells or magic item properties, others being "trainable" or slightly natural.
then again, I hope I find the time between recording an album, getting a new job and learning how to drive a car :P
It's been a while since I blogged, for real life got in the way for a bit (or, rather, took it's rightful place in my schedule!). I have reacquired an interest in RPG-reading again recently and I'm planning to come up with a few things:
1. A roleplaying game variant of the WFB2/3 rules. i.e. same stats, same phases, same resulotion mechanics, but with character creation, a class and experience system and price list. supposed to be short and rules-light. a hybrid of Warhammer Quest, Advanced Hero Quest, WFB 1st edition, WH40K:RT and WFB 3d edition
2. a smallish campaign-setting in some dung-age borderlands region (15x15 squares on 1cm gridpaper, 1 square is 10 miles/km) which should be slightly gonzo by the inclusion of Amazon-guarded ruins of the Old-Slann where some 40K gear can be obtained... and a (if I get it right) simple mechanic to have some dynamic elements in the region in the form of roving Chaos Champions (using realms of chaos).
3. Get some mates together to play adventurehammer (still not done that, talked about it though).
One thing that always kept me from finishing my WQAHQWFB40KRT hybrid was that I just couldn't come up with an effective random character generation system and was unsure about skills and special abilities. You know, if I'd just keep to the simplistic rules of WH40K:RT it could all be fun at first, but start to become stale by the 5th or so session, where characters have advanced to champion level, and psychic/magic aside there is little to diversify races/warriors. I also wanted to step away from the "humans of different flavours and sizes" that are the WHFB humanoids. Elves and Dwarves should be alien (Middenmurk has some very cool idea's on this, though D&D based), especially the Elves, and guess what, there are a few things in 3d edition WFB that can make elves more like the mythical folkloristic spirit beings they are inspired on: shapechangers, inflicters of pain and disease, etc. etc.
My plan is for humans to be rather mundane, with a very small chance of knowing actual magic, but having access to trainable skills, knowledge (alchemy) and abilities, and maybe some religious quirks/rites/madness/depravities while elves and dwarves have the options of supernatural or plainly weird powers and abilities. Some based on spells or magic item properties, others being "trainable" or slightly natural.
then again, I hope I find the time between recording an album, getting a new job and learning how to drive a car :P
zondag 10 februari 2013
Forces of Fantasy
Forces of Fantasy
was the first published supplement to the Warhammer rules system.
Like the basic game it was a boxed set, and included 4 booklets:
Forces of Fantasy, Fighting Fantasy Battles, Arcane Magicks and the
Book of Battalions. It includes all of the new rules and errata introduced in the First Citadel Compendium (except for the Mark of Chaos article and Science Fiction/Modern rules).
Overall appearance
Forces of Fantasy
looks a lot more professional than the game it expands. The layout is
professional, arranged in neat columns with a good font rather than
the type-writer blurbs in the basic rules. The art is still very nice
and varied. Blanchitsu box-cover and the art inside by various
artists, include Tony Ackland, Nick Bibby and of course, John
Blanche.
Forces of Fantasy
The eponymous
booklet of the publication holds a large collection of army lists and
includes the army selection rules and introduces a points system for
organising your army into battalions of 1000 points.
It is the most
wargame-oriented booklet of the set, and also introduces rules for
regimental leaders and champions, banners and musicians. The rules
for capturing an enemy standard are very characterful and
complicated, basically a dice-off between both units, the loser
suffering casualties and the winner capturing the standard. Very
cinematic.
This booklet also
gives the rules for the Leadership Factor characteristic.
The point system
is not fully detailed as in 2nd edition/rogue trader, but
a list of equipment values is given just before the army lists.
There are a lot of
army lists, 4 types of humans (North, East, West and Oriental), 4
types of elves, Halflings, dwarves, gnomes, Orcs, several Goblin
variant (Great Goblins, Red Goblins, Hobgoblins, Night Goblins),
Chaos, Slann, lizardmen, undead, Giants and Monstrous Hosts. Each
army has several troop-types on offer and details the
character-models available to the armies. New special rules and
abilities are also introduced as well as a 3d character type just for
the Oriental Humans: the Martial Hero (basically a Wuxia
Shaolin monk “class” with amazing stats).
Once more, Chaotic attributes are mentioned but not detailed, and even the Chaos character models don't get rules in this book, the reader is once more referred to a 'forthcoming' supplement called "Realms of Chaos" to create his leader characters. The "Mark of Chaos" article from the First Citadel Compendium is presented as alternative, to use while awaiting the Realms of Chaos expansion, possibly in conjunction with the Character generation rules of FoF volume 2: Fighting Fantasy Battles.
The character
profiles for heroic leaders and wizards are introduced and have a
rough level system.
The wizard levels
were already mentioned in Volume 3 of the basic boxed set, but are
now codified into:
Mastery Level 1:
Novice
Mastery Level 2:
Acolyte
Mastery Level 3:
Adept
Mastery Level 4:
Mage
Heroes get three
levels to measure their power and ability, which start at much hire
characteristic scores than would later be the case:
Minor hero
(compared to
normal creature: +2 WS, +1 I, +1W)
Hero
(+3 WS, +2 BS,
+2W, +5I, +1A)
Mighty Hero
(+4 WS, +2BS, +1S,
+1T, +2W, +8I, +2A)
Some races/armies
have access to all levels of wizards/hero, while other are limited to
“Acolyte” level wizards and Heroes at best. Halflings are worst
of, no wizards and only up to Hero level Characters.
It is a very
useful booklet as the arrangement of text and the characteristic
profiles are very readable. In addition, every army-list also
includes a random generation table to generate the kind of creature a
party encounters in a random encounter. I.e if the GM generates a
random encounter with some Orcs with the tables in Vol3. Characters,
he may use Forces of Fantasy to see what kind of Orcs they are.
Each army/race
gets a bit of background, but it's very summary compared to later
publications. As of yet, nothing of the warhammer setting is set in
stone.
Fighting Fantasy Battles
Fighting Fantasy
Battles is a mixed affair, introducing new rules for siege weapons,
fire, buildings (and setting them on fire) and (finally!) Personal
Characteristics along with painting and wargaming advice.
We also get the
long awaited rules for Fighting Defensively (which allows you to stop
an enemy from attacking you), which is a very characterful rule and
ideal for RPG combat.
The rules for
mounted troops also add detail for small engagements if so desired.
There is also a
chart to generate random hazards (animals, monsters and undead)
inhabiting terrain features on the battlefield that units walk into,
very much like Newhammer's terrain rules. Generally there is a 5-10%
chance that any terrain feature holds some kind of creature. I think
it can be useful for sandbox adventures, or when the Player
characters seek out a resting place in the wilds.
The rules on
personal characteristics does not provide much rules for
characteristic tests, only Willpower introduces a system for Magical
Resistance, but all other characteristics are limited to providing
guidelines on what psychological conditions affect a character.
Leadership was detailed in the Forces... Booklet.
Intelligence
determines if a character is subject to Stupidity,
is a fast or slow learner, if a character can be a wizard (INT 5+
required) and how fast one learns skills or gets promoted in a day
job in one of the skill professions.
Willpower
introduces a system for magical resistance, and gives dwarves extra
flavour by making dwarfs with WP 16 (?) so immune to magic that they
cannot wield magic items, nor become wizards and cause fear to any
wizard within 12”.
Cool
is very much the characteristic of self-control in this edition.
Characters with a particularly low Cool are subject to Frenzy while
those with a high cool may be immune to Frenzy, Fear and Terror.
There
is also a page detailing the random generation of mercenaries. It's
interesting, but very much geared towards the wargame tier of
Firsthammer rather than the RPG side of the system.
Then
comes a bunch of pages detailing the tactics, organisation and
uniforms of the various races, followed by the Regiments of Renown,
who give us new insights in the warhammer world. Many of the
regiments or characters are still around to this day, including Josef
Bugmann, Menghil Manhide, Grom -the paunch of misty mountain and
Golgfag and his mercenary Ogres.
The
chapter that interested me the most is the chapter on randomly
generating Heroes and Wizards, in a manner that is quite possibly the
inspiration for the Realms of Chaos warband rules!
It
has a bunch of tables to determine hero/wizard level, their
characteristics, any possible magical equipment, fantastic mounts and
the chance of and number of followers a character has and what kind
of followers they might be (including animal/monster companions).
It's not at all balanced and I can't imagine these rules to see much
use in wargame battles with armies created using the battalion rules,
but I can see it's value in as a character generator in an RPG or
Skirmish campaign!
When
used as character generation rules for an RPG variant of Firsthammer,
you'd get characters that are more durable and possibly have a few
magic items and/or followers. I also like the remark that the quality
of randomly generated heroes is “In the hands of Goethi and Spanaal
the Gods of Chance”!
There
are rules for generating heroes for the three races available for
player characters in the Role-play variant, Men, Elves and Dwarfs. It
also gives a bit more differentiation between the 3 races, Dwarfs
being slow but tough having the highest possible wound score among
the three but lowest initiative levels, while elves are skilled, fast
and fragile (least max. wounds) and humans are somewhere in between.
The followers generation table for human characters is the most
diverse and might also factor in a character's alignment, some
results giving a human hero the choice between a Dwarf or Ogre or Elf
or Orc as follower.
It
also strikes me that elves have the lowest possible amount of
followers (d8 at best for a mighty hero/mage), while Dwarves have the
highest (3d10 for a Mighty Hero/Mage) and humans are again in between
(2d10 for a Mighty hero/mage). It seems unfair to have a quite
powerful race have the most henchmen, but in contrast to humans and
elves, Dwarfs get no 'creature' followers (which includes manticores
and wyverns!) like humans and elves do, nor may they have Fantasic
Mounts, so the possibilities of such may balance things out.
Hey,
let's make a hero!
Ackny Toland,
Minor Hero
Weapon skill: 8
Bow Skill: 3
Strength: 2
Toughness: B
Wounds: 1
Initiative: 3
Attacks: 1
Magic weapon (10% chance): none
Other magic (5% chance of 2): none
Followers (20% chance): none
Arcane Magicks
The third booklet is the most Role-play oriented of the lot. We get a
bunch of new magic items, magic item random generation rules, a few
new spells, new creatures and a more detailed and expanded treasure
generation table, detailing the possible 'treasures' found in various
kinds of buildings. Points values for magic items are not all to common throughout the book, but most rules include a monetary value in gold crowns, the currency used in the Role-play variant (WH1 vol.3).
Once more magic is very much geared towards (role playing) campaign play, but has
the potential to add a lot of flavour and excitement to the battle
game.
I like they way magic weapons are handled in this edition, weapons
often having a certain alignment (chaos, evil, neutral, good, avarice
or hunger), a willpower factor and possibly even a name! All these
factors must be taken into account to see if a character can wield
the magic item at full effect or suffers penalties using it, a
slimmed-down version of this was used in WFRP ed. 1 where you must
pass a WP-test to be able to use a magic item.
Unlike the white box Vol.2: Magic, there is not a whole lot of
setting-notes beside the introduction of Araby and its native magical
creatures (Djinn and Efreet) and items (flying carpet, magic lamp,
magic rope) and the chapter on Power weapons.
Forces of Fantasy as a whole introduces the Slann as the ancient race
of 'creator god-aliens' thet build the world and brought in magic,
the artefacts of the Slann being presented as Arcane Rods and Power
weapons. Arcane Rods are basically storage units for magical energy
that can be used to cast, enhance or resist spells. Power Weapons are
more dangerous items, which can enslave weak-willed characters and
drain away their willpower up to a point that the character is
compelled to undertake a long journey to some Slann ruin where some
ritual takes place that results in mastery of the weapon. Power
weapons are a bit like the later Deamon Weapons in that way (powerful
but dangerous to wielder and victim alike), but also find employ as
“laser-guns” and heavy hitters. These weapons should obviously be
very rare and highly sought after by ambitious characters and/or
villains and may inspire a campaign arc. Finding one by random chance
in a sanbox environment might add a defined plot to such a campaign
if the GM is willing.
The book of battalions
This booklet details some army lists. I'll not go into details on
these, for I am more concerned with the RPG aspect of things.
zondag 27 januari 2013
1st WARHAMMER, a closer look: Volume 2 Magic
So you know what I'm talking about
The 2nd Volume of the
original Warhammer White Box is a very interesting one. For starters
it has a lot of elements that would fit a Role playing game better
than a mass-combat wargame. Secondly, the magic item section gives
the reader a summary glance into the setting-background as originally
conceived, naming locations and some mythical personae. The snippets
gleaned from the magic item descriptions paint a picture of a world
inspired by Middle Earth to no small extent!
The list of spells is quite large, 75
are provided, though not all of them are useful in a normal table-top
battle, many being utilitarian kind of spells (lock,
detect hidden doors, far sight) while others have only cosmetic
-albeit comical- effects like curse.
Of note is that there are as yet only 2 lores of magic (general and
necromantic), no distinction being made between general magic and
elementalism, illusionism and deamonology. Any evil wizard may summon
deamons, Balrogs even!
And did you know
the original warhammer world had realms known as Borunna and
Bloodren? Human realms that have some magic crafting bladesmiths.
The 2nd Volume of the
original Warhammer White Box is a very interesting one. For starters
it has a lot of elements that would fit a Role playing game better
than a mass-combat wargame. Secondly, the magic item section gives
the reader a summary glance into the setting-background as originally
conceived, naming locations and some mythical personae. The snippets
gleaned from the magic item descriptions paint a picture of a world
inspired by Middle Earth to no small extent!
But let's not get ahead of things, and
dive into the original magic system of Warhammer Fantasy.
Volume 2 introduces the reader/player
to three new characteristics, Mastery, Constitution and Life Energy.
Mastery and Constitution are familiar
statistics for Oldhammer players. Mastery being a Wizard's power
level, rated 1 to 4 (as it would forever remain) and determines the
ability of a wizard to cast spells and which spells are available.
Constitution was the harnessed raw magical power a wizard could
summon to cast those spells.
Life Energy was abandoned in 2nd
edition, and even here it's described as only relevant in a
role-playing campaign, but basically it represents the physical and
mental price a wizard pays for using arcane powers, draining away
slowly as a wizard expends constitution leaving him eventually an
emaciated (and possibly deranged) wreck of a creature. The paragraph
on Life energy claims that the subject is covered in detail in Volume
3... but it's not (we'll get to that later).
In Recenthammer (4th and 5th
edition) and Newhammer (6th edition and beyond), Mastery
Level is just an indicator of general power and number of spells
available to a wizard, practically on a point-for-point basis, a
level 2 wizard knows 2 spells, a level 3 wizard knows 3 etc. In
Oldhammer the magic system was much closer to Role Playing magic
systems, most notably Dungeons and Dragons when it comes to
ability/power/spell levels as spells are divided into mastery level
categories, requiring a wizard to be of a certain level to know
particular spells, just as D&D.
In addition, we get casting times and
recovery times for wizards, some spells needing some time spent in
some form of ritual not detailed, while others apparently put some
form of strain on the caster one would need to recuperate from.
Practically all spells also require
ingredients to be cast, mostly philtres of some 'humour' or other, or
Talismans. Again a very RPG feature which was abandoned for the
wargame but retained with some modifications in WFRP.
Enhancing and Annihilating is the
bluffing-game of dispelling magic aimed at wizards, secretly
assigning constitution to dispel or enhance spells cast.
The Fumble Factor presents another rule
that is in many ways geared for campaign play as one of the triggers
of the Fumble test is when the wizard attempts to cast a newly
learned spell for the first time (would you use that in a war game
battle?). Essentially it is a system for spell-failure or miss-casts,
and a bit of a balancing factor for wizards, as attempting to cast
spells of a higher level than current mastery give a modifier to the
test. Like morale, the chance of fumbling is affected by the wizard
being wounded.
The effects of a fumble can be quite
disastrous, hitting yourself, allies or causing opposite effects! One
might even buff enemy units by fumbling.
Both the Fumble Factor and
Enhance/annihilate seem to work best with a GM at the table for some
things are to be done in secret or rolled for in secret to have fun
effects...
Volume 2 also gives the first random
generation table for characters, player or non-player depending on
the type of game being played. Here we get the wizard generation
tables, giving rules to generate mastery level (on a d10),
constitution (2d4 per level), if a wizard is specialized or not (d6
table, 1:3 chance of specialization), number of spells and which
spells. Characteristics are to be generated using the rules in Volume
3, though are modified in relation to mastery level (+1 WS, I and W
per mastery level).
Necromancy is quite
a small lore though, only 15 out of 75 spells are necromantic.
And
now to my favourite part of Volume 2, Enchanted Objects.
This chapter summarily describes various magic items, some of which
do not even get defined rules! The writer tells the reader- in
between the lines-: “I trust in your imagination, figure something
out, do what you like, you bought this because you are awesome and
creative!”
The greatest value
in this chapter is in my opinion not the rules, but the world
building notes presented through the magic item descriptions,
especially among the magic weapons.
Quite
a few items have a story and many of those might be taken as
adventure seeds by GM's. I know that one contestant in the Citadel
Compendium's Character design competition played a campaign based on
the (Tolkien-inspired) story of the Forges of Aran-Cabal,
one of the more fearsome magic weapon sources. In fact, the campaign
arc described was more or less Opposite-World Lord of the Rings! It
can be found here
And did you know
the original warhammer world had realms known as Borunna and
Bloodren? Human realms that have some magic crafting bladesmiths.
The dwarves of
course are as ever, champions of ironworking and Firsthammer gives us
the first look into the realm of the Dwarves.
Originally the
Dwarven Kingdom was called Caraz-Adul, its strongest fortress being
Caraz-A-Carak, nice to see the current Dwarf Capital's origin in the
first ever Warhammer game!
It elaborates
further on the “heir-weapons” of the Dwarf nobility and gives a
shout-out to Volume 1 by mentioning the magic hammer of the Dwarf
commander in the Ziggurat of Doom scenario (Foebane). Together with
foebane, we only get rules for two weapons from the Dwarven Forges,
but the presumed loss of Foebane at the Ziggurat is a nice plot-hook
for an adventure.
Names,
locations, artefacts, I could get a lot out of this part of the book.
A lot of items described could be a quest objective of some kind and
I feel many who would review this edition from a wargaming
perspective would overlook and miss out on the scenario opportunities
presented here. Also, the description of Garathea's Cord
is classic warhammer slapstick!
I get a strong
notion that Firsthammer's target audience would have been the regular
customers of Games Workshop back then. Not only did I learn that it
was meant as freebie with mail order parcels (thanks Orlygg), but the
rules are not detailed, clear and unambiguous enough to be an
entry-level wargame. Firsthammer is for experienced gamers who can
come up with their own stuff and especially roleplayers who want to
now and again fight a bigger battle.
Concluding, volume
2 is in my opinion one of the best Firsthammer booklets for the good
read the enchanted items chapter provides and the implied adventure
hooks transcend the warhammer game. I'd advise any GM who runs a
Fantasy RPG to take a look at that chapter and take an idea or two
from it for adventures or magic items... So, let I also pose a
question to the readers of this blog: what items would you have fun
to write into a quest or adventure?
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